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Combat Shock 2 is a 7-map WAD made by dannebubinga back in 2012. While danne, at this point, is probably more known for his Sunlust work, he was previously most known for this WAD. Around this time, danne was incredibly inspired by the likes of Gazebo, whose masterpiece inspired the likes of Phml and, of course, danne. In an interview with Nirvana, he said that Combat Shock 2 was mostly made as a way to continue improving as a mapper, and he definitely succeeded. Combat Shock 2 is a truly incredible sequel. It takes the mapping philosophies that molded Combat Shock into what it was and puts a unique danne-flavored spin on them. The detailing is of higher quality, the fight concepts are better, the level design is better, and more. There’s just something different about this WAD that directly connects it to his Sunlust work. It’s confident, aggressive, intimidating, and most importantly, unbelievably addictive. Combat Shock 2 PLAYLIST: • Combat Shock 2 ==================== IWAD: Doom 2 Port: DSDA-doom 29.3 Compatibility: Boom (comp level 9) Mapper(s): dannebubinga MIDIs: PRIMEVAL - Stigmatism (from Reverie) ==================== Combat Shock 2: https://www.doomworld.com/idgames/lev... DSDA-doom: https://github.com/kraflab/dsda-doom ==================== I absolutely love this map. It’s the perfect combination of fun but brutal gameplay, incredible visuals, and sinister music. Something that I feel MAP02 was excellent at, but Hone Gumi just hits the nail on the head in all aspects. This MIDI in particular fits so damn well in this map. Both it and the gameplay have this menacing aura to it, so they’re perfect for each other. I know this MIDI way more for the grueling grind I did for my Criticality demo, but its usage here is arguably even better. Nevertheless, it gives you that rush of adrenaline and energy that you need to tackle the map proper. Gameplay in the first section is defined by manipulating the initial groups of enemies away from important resources so that you can carve through them group by group. It’s fun to spawn everything in this cave network and then frantically run around spamming SSG at everything. The fluidity of combat and confident placements are once again extremely addictive and replayable. You can either take this part slower, meticulously taking space for yourself, or you can do more of what I did and try to stir up a bit more action. There are some fun moments here, like trying to escape a Spectre and double Archvile trap after grabbing the Rocket Launcher, or the Cyberdemon that imposingly guards the three-key switch you need to move on. That Cyberdemon can do some work for you if you want him to, I like to try and get him to infight with the Cacodemons and Revenants that you can also intentionally or unintentionally spawn in. To deviate from the combat for a little bit, MtPain’s Combat Shock 2 review pointed out something interesting, in that this map heavily resembles danne’s underground, earthy maps. Stuff like Sunlust MAP11 and MAP13 really remind me of Hone Gumi, particularly in the texture work, combat setups, and architectural setpieces. Playing this WAD now really puts into perspective just how vital it was to the mapping scene at the time. You can clearly see, in a WAD like Sunlust, how much danne learned from his efforts in his previous duology of WADs. Anyway, the second half is where things pick up considerably, and it houses my favorite one-two punch of fights in the first three maps. The first is this ear-splitting Plasma Rifle brawl between you and a mini-army of Imps, Pain Elementals, and Masterminds of all enemies. Danne has a particular knack for good Mastermind placements. I don’t know if he specifically plans for that, but these Masterminds can be fairly nasty if you don’t deal with them in some way. I like to make sure they’re constantly infighting so I can focus on the Pain Elementals. The next part is probably the scariest part of the map, a two-part encounter where your most important resources are the two Cyberdemons right in front of you. The first half is dominated by making sure the Cyberdemons are distracted by the bleachers of enemies while you deal with the Pain Elementals and frothing mass of Pinkies wandering around. If you want to make the second half easier, then you better make sure they stay alive until that point. The army of Revenants hiding around the corner is easier to dismantle with both Cyberdemons on your side, but even if they die quickly, it should be easy enough to establish a circle strafe loop. Hone Gumi is the final map with this aesthetic, which is a shame because danne was really on to something with this map. He definitely explored this more in Sunlust, though, so I’m ultimately happy with how things turned out. How could you not be? This entire WAD is pure fun, but this map in particular just does it for me. #doom